Side Quests & Activities
Beyond the main objectives, Post Trauma offers various side activities and points of interest that enrich the game world and can provide useful items or context. These often involve exploring optional areas or interacting with unique environmental elements.
- Maze Exploration: In Act 4's maze, the map shows not only key locations but also question marks (?) indicating "areas of interests" with special objects. Not all of these are labeled on the map, encouraging thorough exploration. You'll also find other strange objects throughout the maze.
- Subway Train Endings: In Act 5, controlling the subway train offers a critical choice that determines the game's ending.
- Ending A: Speed up the train to kill Jill.
- Ending B: Slow down the train to save Jill.
- School Exploration (Act 1):
- Music Room: Located down the central corridor, across from Classroom A01. Requires School Keys to unlock. Contains a clock for a later puzzle and introduces the "Sword Puppet" enemy.
- Classroom A01: Contains a small solar system model missing three planets and an overhead projector displaying a grid with a colored square and an image, part of a puzzle.
- Classroom A02: Nothing special inside.
- Classroom A03: Be sure to step inside.
- Classroom A04: Connects to the Library and Study Hall.
- Classroom A05: Requires School Keys. Features a wicked camera angle of an unseen object and an eye picture on the wall.
- Chapel: Double doors off the main corridor, requiring a key and a puzzle solution. An eye picture is above a square panel on the door.
- Puppet on Bench: A puppet (doll) is initially found lying on a bench in the main corridor. Later, it becomes active and will be waiting for you.